Tendril Puppet
Medium Plant, Lawful Neutral
Armor Class 13 (natural armor)
Hit Points 51 (6d8 + 24)
Speed walk +30
Challenge 2
Damage Vulnerabilities fire
Damage Resistances False
Damage Immunities False
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the languages of its vine lord but can’t speak
Special Abilities
Green Regeneration. While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp.
Root Mind. The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can't be [rule]surprise;surprised[/condition].
Magic Resistance. The tendril puppet has advantage on saving throws against spells and other magical effects.
Woodland Walk. Difficult terrain composed of nonmagical plants doesn't cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Actions
Thorned Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) piercing damage.
Ball of Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (4d4 + 2) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage.
Source: Tome of Beasts 2023 · OGL/Open